MSL: Add test for scalar access chain pull interpolant.
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#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#pragma clang diagnostic ignored "-Wmissing-braces"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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template<typename T, size_t Num>
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struct spvUnsafeArray
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{
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T elements[Num ? Num : 1];
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thread T& operator [] (size_t pos) thread
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{
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return elements[pos];
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}
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constexpr const thread T& operator [] (size_t pos) const thread
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{
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return elements[pos];
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}
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device T& operator [] (size_t pos) device
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{
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return elements[pos];
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}
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constexpr const device T& operator [] (size_t pos) const device
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{
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return elements[pos];
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}
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constexpr const constant T& operator [] (size_t pos) const constant
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{
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return elements[pos];
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}
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threadgroup T& operator [] (size_t pos) threadgroup
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{
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return elements[pos];
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}
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constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
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{
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return elements[pos];
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}
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};
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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struct main0_in
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{
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interpolant<float4, interpolation::perspective> a_0 [[user(locn0)]];
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interpolant<float4, interpolation::perspective> a_1 [[user(locn1)]];
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interpolant<float4, interpolation::perspective> b_0 [[user(locn2)]];
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interpolant<float4, interpolation::perspective> b_1 [[user(locn3)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]])
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{
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main0_out out = {};
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spvUnsafeArray<float4, 2> a = {};
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spvUnsafeArray<float4, 2> b = {};
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a[0] = in.a_0.interpolate_at_centroid();
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a[1] = in.a_1.interpolate_at_centroid();
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b[0] = in.b_0.interpolate_at_centroid();
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b[1] = in.b_1.interpolate_at_centroid();
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out.FragColor.x = in.a_0.interpolate_at_offset(float2(0.5) + 0.4375).x;
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out.FragColor.y = in.a_1.interpolate_at_offset(float2(0.5) + 0.4375).y;
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out.FragColor.z = in.b_0.interpolate_at_offset(float2(0.5) + 0.4375).z;
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out.FragColor.w = in.b_1.interpolate_at_offset(float2(0.5) + 0.4375).w;
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return out;
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}
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@ -0,0 +1,12 @@
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#version 450
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layout(location = 0) centroid in vec4 a[2];
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layout(location = 2) centroid in vec4 b[2];
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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FragColor.x = interpolateAtOffset(a[0].x, vec2(0.5));
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FragColor.y = interpolateAtOffset(a[1].y, vec2(0.5));
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FragColor.z = interpolateAtOffset(b[0].z, vec2(0.5));
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FragColor.w = interpolateAtOffset(b[1].w, vec2(0.5));
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}
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